Round 3 · simulation 76 · cycle-001.e3-ken-greedy-marginal-30y

Round 2029

Round 3 of 30 in simulation 76 of Kenya, greedy, 30 years: 5 actions, and the index +0.038 to 7.28.

Model 0.1.0 · graph 0.2.0 · parameters 0.1.0

State in and state out

The simulation as it came into 2029 (the end of 2028) and as it left it.

Capability index
7.28 (+0.038)
In: 7.24
Rank by index
77
In: 78
Domains at Tier 1
0
In: 0
Credits carried
4
In: 3
Each domain's mean score and tier coming in and going out
DomainInOutChangeTier
Critical Technology2.942.98+0.04212
Strategic Infrastructure7.887.880.0007
National Security4.604.600.0009
Human Capital7.848.01+0.16512
Information & Influence8.518.51+0.0028 → 7
Governance & Integrity8.898.890.00014
Financial Strength8.578.570.00017
Production & Innovation7.627.75+0.12914
Trade & Investment8.308.300.00012

Decision, shocks and propagation

What happened in 2029: the credits, the greedy method's decision and its actions, any shocks and upside events, the tier changes, and the groups that moved most, split into what was invested, lost to decay, struck by events and carried through the dependency graph.

Credits. Income 143, plus 3 carried in. Maintenance 111. Spent 32 on actions (build 22, buy 10). 4 carried over.

  • BuildTechnical & Vocational Skills7 credits for 0.86 levelshighest_marginal_returnahead of Lifelong Learning & Reskilling by 11 per cent
  • BuildLifelong Learning & Reskilling7 credits for 0.84 levelshighest_marginal_returnahead of Digital & AI Competence by 1 per cent
  • BuildDigital & AI Competence7 credits for 0.74 levelshighest_marginal_returnahead of Technology Adoption & Diffusion by 6 per cent
  • BuyTechnology Adoption & Diffusion7 credits for 0.89 levelshighest_marginal_returnahead of Connectivity, Cyber & Trust Technologies by 0 per cent
  • BuyConnectivity, Cyber & Trust Technologies3 credits for 0.42 levelshighest_marginal_returnahead of Research Talent & Knowledge Creation by 1 per cent

Tiers. Information & Influence Tier 8 to 7.

The groups that moved most in 2029, and what moved them
Moved mostChangeInvestedDecayEventsGraph
Technology Adoption & Diffusion+0.89+0.890.000.000.00
Technical & Vocational Skills+0.53+0.530.000.000.00
Lifelong Learning & Reskilling+0.51+0.510.000.000.00
Digital & AI Competence+0.45+0.450.000.000.00
Connectivity, Cyber & Trust Technologies+0.42+0.420.000.000.00
Diplomatic Statecraft & Global Networks+0.020.000.000.00+0.02